Hey everyone, I have been lurking this site for years now. Thought I'd share some of the work I am working on. This is my entry for the Artstation Game Level Art Challenge. I am attaching some of the work I have done so far. All critique is appreciated :smiley: I highly appreciate critique since this is only my second…
Hey everybody! So, I've decided to go from working on characters (specifically cartoony ones which I've been doing for years) and other random stuff to moving into environments. I've got the bug and found myself thinking about them all the time. I have no experience of creating environments in a game engine. I am also…
EDIT: Latest : Hey guys, doing my first ever full next gen character. Here are the orthos I did: Without the helmet version: www.jordylakiere.com/upload/charlesMlloyd/Charlesonly.jpg Not much to show yet, but I started really roughly blocking out today: (I'll tilt and position the head afterwards) Atm my plans are doing a…
Hi all. After seeing Special K's Invasion Map I was in awe and totally inspired so decided to do some modular environment modelling myself. Here's something I have been working on for the past few days. At the moment it is very much in a working blockout state, but I would love your opinions on where I can improve / ideas…
I love Sculptris pro mode when Im working with something that is organic such as a sculpted tree, or rocks. Some statues even too. It's great to be able to quickly pull out forms and very quickly iterate and make changes to better fit a reference. It's akin to just slamming on more clay without having to dynamesh anything…
Hey guys! Long time no.. Update! I'm re-working my portfolio at the moment to reflect all of the work I have done since my first job in the industry in 2011.. Wow, that's pretty crazy to think it's been almost 2 years! As such, I'm completely scrapping my portfolio, and updating it with all post-uni stuff. The only stuff…
Here's an ordered list with the most used softwares for each task.Keep in mind that all of these tools can do pretty much the same thing.Some are faster in certain areas and slower in others. - Modeling/Unwrapping : This is where you would model your high and low poly assets,unwrap them,create the blockout geometry for a…
Got the whole mesh blocked out now, and while I go on a little break to do some a high poly bust on a different project I'm gonna show my current plan for UV and mesh reuse: Blockout: Added the bones that follow along his collar, padlock and revised his proportions on the upper chest and thighs to closer match Thresh. He's…
Such practices should be called out. People who are looking for a job should know what they're getting into. anyway there's Glassdoor for this. let's see... Current rating for CIG is 2.1 out of 5. 31% would recommend the company to a friend. CEO approval is at 27%. If we read reviews they echo problems with management even…
You may want to add one another step to your workflow right after creating hi-poly sculpts in Zbrush.That step is mostly called 're-topology',creating your final low-poly before creating the hi-poly model is way too much limitating. You had better to create your low poly model after completion of your hi-poly.Though Zbrush…